Electric Trans - As often as you like during your turn (before your attack), you may move a L or M Energy attached to 1 of your Pokemon to another of your Pokemon. This power can't be used if Magnezone is affected by a Special Condition. (Poke-POWER)

[LM] Cyber Shock (80) Discard a L Energy and a M Energy attached to Magnezone. The Defending Pokemon is now Paralyzed.

Magnetic Draw - Once during your turn (before your attack), you may draw cards until you have 6 cards in your hand. This power can't be used if Magnezone is affected by a Special Condition. (Poke-POWER)

[1L] Lost Burn (50x) Put as many Energy cards attached to your Pokemon as you like in the Lost Zone. This attack does 50 damage times the number of Energy cards put in the Lost Zone in this way.

Magnetic Search - Once during your turn (before your attack), you may search your deck for a L or M Pokemon, show it to your opponent, and put it into your hand. Shuffle your deck afterward. This power can't be used if Magnezone is affected by a Special Condition. (Poke-POWER)

[1L] Speed Shot - Choose 1 of your opponent's Pokemon. This attack does 30 damage to that Pokemon. This attack's damage isn't affected by Weakness, Resistance, Poke-Powers, Poke-Bodies, or any other effects on that Pokemon.

Super Connectivity - Once during your turn (before your attack), you may search your discard pile for a L or M Energy card and attach it to your Active Pokemon. Then put 1 damage counter on that Pokemon. This power can't be used if Magnezone is affected by a Special Condition. (Poke-POWER)

[2L] Gyro Ball (60) You may switch Magnezone with 1 of your Benched Pokemon. If you do, your opponent switches the Defending Pokemon with 1 of his or her Benched Pokemon.

Magnetic Field - Once during your turn (before your attack), if you have basic Energy cards in your discard pile, you may discard any 1 card from your hand. Then search for up to 2 basic Energy cards from your discard pile, show them to your opponent, and put them into your hand. You can't return the card you first discarded to your hand in this way. This power can't be used if Magneton is affected by a Special Condition. (Poke-POWER)

[1L] Magnetic Force (10x) Does 10 damage times the amount of Energy attached to all of your Pokemon (including Magneton).

Reactive Recharge - If Magneton would be Knocked Out by damage from an opponent's attack, you may move any number of React Energy cards from Magneton to your Pokemon in any way you like. (Poke-POWER)

[1L] Multiple Force (30+) If Magneton has any React Energy cards attached to it, this attack does 30 damage plus 10 more damage for each Magnemite and Magneton (both yours and your opponent's) in play.

[1L] Thundershock (20) Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

[3] Speed Shot - Choose 1 of your opponent's Pokemon. This attack does 40 damage to that Pokemon. This attack's damage isn't affected by Weakness, Resistance, Poke-Powers, Poke-Bodies, or any other effects on that Pokemon.

Magnetic Field - Once during your turn (before your attack), if you have basic Energy cards in your discard pile, you may discard any 1 card from your hand. Then search for up to 2 basic Energy cards from your discard pile, show them to your opponent, and put them into your hand. You can't return the card you first discarded to your hand in this way. This power can't be used if Magneton is affected by a Special Condition. (Poke-POWER)

[1L] Magnetic Force (10x) Does 10 damage times the amount of Energy attached to all of your Pokemon (including Magneton).

[2] Bounce Off (20) If Magneton and the Defending Pokemon don't have the same number of Energy cards attached to them, the player controlling the Active Pokemon with the fewest number of Energy cards attached to it switches 1 of his or her Benched Pokemon with his or her Active Pokemon.

[1MM] Magnetic Wave (30+) This attack does 30 damage plus 10 more damage times the number of your Benched Pokemon minus the number of your opponent's Benched Pokemon. (For example, if your opponent has 1 Benched Pokemon and you have 3, this attack will do 30 damage plus 20 more damage.)

[2] Bounce Off (20) If Magneton and the Defending Pokemon don't have the same number of Energy cards attached to them, the player controlling the Active Pokemon with the fewest number of Energy cards attached to it switches 1 of his or her Benched Pokemon with his or her Active Pokemon.

[1MM] Magnetic Wave (30+) This attack does 30 damage plus 10 more damage times the number of your Benched Pokemon minus the number of your opponent's Benched Pokemon. (For example, if your opponent has 1 Benched Pokemon and you have 3, this attack will do 30 damage plus 20 more damage.)

Attract Energy - When you play Magneton from your hand to evolve 1 of your Pokemon, you may move any number of basic Energy cards attached to your other Pokemon to Magneton. (Poke-POWER)

[2L] Electric Blast (40) You may discard all L Energy cards attached to Magneton when you use this attack. If you do, put damage counters equal to the amount of Energy cards removed in this way on any number of your opponent's Benched Pokemon in the way you like. (For example, if you discard 3 L Energy cards, you can put 1 damage counter on 1 of your opponent's Benched Pokemon and 2 on another.)

Attract Energy - When you play Magneton from your hand to evolve 1 of your Pokemon, you may move any number of basic Energy cards attached to your other Pokemon to Magneton. (Poke-POWER)

[2L] Electric Blast (40) You may discard all L Energy cards attached to Magneton when you use this attack. If you do, put damage counters equal to the amount of Energy cards removed in this way on any number of your opponent's Benched Pokemon in the way you like. (For example, if you discard 3 L Energy cards, you can put 1 damage counter on 1 of your opponent's Benched Pokemon and 2 on another.)

Magnetic Flow - Once during your turn (before your attack), if Magneton is your Active Pokemon and if your opponent has at least 2 Pokemon in play with Energy cards attached to them, you may flip a coin. If heads, choose 2 of those Pokemon and an Energy card attached to each of them. Attach each of those Energy cards to the other Pokemon you chose. This power can't be used if Magneton is affected by a Special Condition. (Poke-POWER)

[3] Steel Wave (30) Does 10 damage to each of your opponent's Benched Pokemon of the same type as the Defending Pokemon. (Don't apply Weakness and Resistance for Benched Pokemon.)

Magnetic Flow - Once during your turn (before your attack), if Magneton is your Active Pokemon and if your opponent has at least 2 Pokemon in play with Energy cards attached to them, you may flip a coin. If heads, choose 2 of those Pokemon and an Energy card attached to each of them. Attach each of those Energy cards to the other Pokemon you chose. This power can't be used if Magneton is affected by a Special Condition. (Poke-POWER)

[3] Steel Wave (30) Does 10 damage to each of your opponent's Benched Pokemon of the same type as the Defending Pokemon. (Don't apply Weakness and Resistance for Benched Pokemon.)

Electromagnetic Power - As often as you like during your turn (before your attack), you may take 1 Energy card attached to 1 of your Magnemites, Magnetons, or Dark Magnetons and attach it to a different 1 of your Magnemites, Magnetons, or Dark Magnetons. This power can't be used if Magneton is Asleep, Confused, or Paralyzed.

[1LL] Plasma (30) If there are any L Energy cards in your discard pile, attach 1 of them to Magneton.

[1] Thunder Wave - Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

[L] Magnetic Lines (10) If the Defending Pokemon has any basic Energy cards attached to it, flip a coin. If heads, choose 1 of those Energy cards and move it to 1 of your opponent's Benched Pokemon. If your opponent has no Benched Pokemon, ignore this effect.

[1] Lock-on - During your next turn, treat any tails flipped when using Magnemite's Electric Bolt attack on the Defending Pokemon as if they were heads. (Benching or evolving either Pokemon ends this effect.)

[1L] Electric Bolt (50) Flip 2 coins. If both are heads, the Defending Pokemon is now Paralyzed. If either of them is tails, this attack does nothing (not even damage).

[1] Lock-on - During your next turn, treat any tails flipped when using Magnemite's Electric Bolt attack on the Defending Pokemon as if they were heads. (Benching or evolving either Pokemon ends this effect.)

[1L] Electric Bolt (50) Flip 2 coins. If both are heads, the Defending Pokemon is now Paralyzed. If either of them is tails, this attack does nothing (not even damage).

[L] Thunder Wave (10) Flip a coin. If heads, defender is now Paralyzed.

[1L] Selfdestruct (40) Does 10 damage to each Pokemon on each player's Bench. (Don't apply Weakness and Resistance for Benched Pokemon.) Magnemite does 40 damage to itself.

Name

Set Name

Number

Type

HP

Stage

Weakness

Resistance

Retreat Cost

Rarity

Pokemon Power

Attack 1

Attack 2

Attack 3

Attack 4

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